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RuleOverrideTile.cs 14KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine.Scripting.APIUpdating;
  5. #if UNITY_EDITOR
  6. using UnityEditor;
  7. #endif
  8. namespace UnityEngine.Tilemaps
  9. {
  10. /// <summary>
  11. /// Rule Override Tiles are Tiles which can override a subset of Rules for a given Rule Tile to provide specialised behaviour while keeping most of the Rules originally set in the Rule Tile.
  12. /// </summary>
  13. [MovedFrom(true, "UnityEngine")]
  14. [Serializable]
  15. [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/RuleOverrideTile.html")]
  16. public class RuleOverrideTile : TileBase
  17. {
  18. /// <summary>
  19. /// A data structure storing the Sprite overriding the original RuleTile Sprite
  20. /// </summary>
  21. [Serializable]
  22. public class TileSpritePair
  23. {
  24. /// <summary>
  25. /// Original Sprite from the original RuleTile.
  26. /// </summary>
  27. public Sprite m_OriginalSprite;
  28. /// <summary>
  29. /// Overriding Sprite for the Original Sprite.
  30. /// </summary>
  31. public Sprite m_OverrideSprite;
  32. }
  33. /// <summary>
  34. /// A data structure storing the GameObject overriding the original RuleTile GameObject
  35. /// </summary>
  36. [Serializable]
  37. public class TileGameObjectPair
  38. {
  39. /// <summary>
  40. /// Original GameObject from the original RuleTile.
  41. /// </summary>
  42. public GameObject m_OriginalGameObject;
  43. /// <summary>
  44. /// Overriding GameObject for the Original Sprite.
  45. /// </summary>
  46. public GameObject m_OverrideGameObject;
  47. }
  48. /// <summary>
  49. /// Gets the overriding Sprite of a given Sprite.
  50. /// </summary>
  51. /// <param name="originalSprite">The original Sprite that is overridden</param>
  52. public Sprite this[Sprite originalSprite]
  53. {
  54. get
  55. {
  56. foreach (TileSpritePair spritePair in m_Sprites)
  57. {
  58. if (spritePair.m_OriginalSprite == originalSprite)
  59. {
  60. return spritePair.m_OverrideSprite;
  61. }
  62. }
  63. return null;
  64. }
  65. set
  66. {
  67. if (value == null)
  68. {
  69. m_Sprites = m_Sprites.Where(spritePair => spritePair.m_OriginalSprite != originalSprite).ToList();
  70. }
  71. else
  72. {
  73. foreach (TileSpritePair spritePair in m_Sprites)
  74. {
  75. if (spritePair.m_OriginalSprite == originalSprite)
  76. {
  77. spritePair.m_OverrideSprite = value;
  78. return;
  79. }
  80. }
  81. m_Sprites.Add(new TileSpritePair()
  82. {
  83. m_OriginalSprite = originalSprite,
  84. m_OverrideSprite = value,
  85. });
  86. }
  87. }
  88. }
  89. /// <summary>
  90. /// Gets the overriding GameObject of a given GameObject.
  91. /// </summary>
  92. /// <param name="originalGameObject">The original GameObject that is overridden</param>
  93. public GameObject this[GameObject originalGameObject]
  94. {
  95. get
  96. {
  97. foreach (TileGameObjectPair gameObjectPair in m_GameObjects)
  98. {
  99. if (gameObjectPair.m_OriginalGameObject == originalGameObject)
  100. {
  101. return gameObjectPair.m_OverrideGameObject;
  102. }
  103. }
  104. return null;
  105. }
  106. set
  107. {
  108. if (value == null)
  109. {
  110. m_GameObjects = m_GameObjects.Where(gameObjectPair => gameObjectPair.m_OriginalGameObject != originalGameObject).ToList();
  111. }
  112. else
  113. {
  114. foreach (TileGameObjectPair gameObjectPair in m_GameObjects)
  115. {
  116. if (gameObjectPair.m_OriginalGameObject == originalGameObject)
  117. {
  118. gameObjectPair.m_OverrideGameObject = value;
  119. return;
  120. }
  121. }
  122. m_GameObjects.Add(new TileGameObjectPair()
  123. {
  124. m_OriginalGameObject = originalGameObject,
  125. m_OverrideGameObject = value,
  126. });
  127. }
  128. }
  129. }
  130. /// <summary>
  131. /// The RuleTile to override
  132. /// </summary>
  133. public RuleTile m_Tile;
  134. /// <summary>
  135. /// A list of Sprite Overrides
  136. /// </summary>
  137. public List<TileSpritePair> m_Sprites = new List<TileSpritePair>();
  138. /// <summary>
  139. /// A list of GameObject Overrides
  140. /// </summary>
  141. public List<TileGameObjectPair> m_GameObjects = new List<TileGameObjectPair>();
  142. /// <summary>
  143. /// Returns the Rule Tile for retrieving TileData
  144. /// </summary>
  145. [HideInInspector] public RuleTile m_InstanceTile;
  146. private void CreateInstanceTile()
  147. {
  148. var t = m_Tile.GetType();
  149. RuleTile instanceTile = CreateInstance(t) as RuleTile;
  150. instanceTile.hideFlags = HideFlags.NotEditable;
  151. instanceTile.name = m_Tile.name + " (Override)";
  152. m_InstanceTile = instanceTile;
  153. #if UNITY_EDITOR
  154. if(AssetDatabase.Contains(this))
  155. AssetDatabase.AddObjectToAsset(instanceTile, this);
  156. EditorUtility.SetDirty(this);
  157. #endif
  158. }
  159. /// <summary>
  160. /// Applies overrides to this
  161. /// </summary>
  162. /// <param name="overrides">A list of overrides to apply</param>
  163. /// <exception cref="ArgumentNullException">The input overrides list is not valid</exception>
  164. public void ApplyOverrides(IList<KeyValuePair<Sprite, Sprite>> overrides)
  165. {
  166. if (overrides == null)
  167. throw new ArgumentNullException("overrides");
  168. for (int i = 0; i < overrides.Count; i++)
  169. this[overrides[i].Key] = overrides[i].Value;
  170. }
  171. /// <summary>
  172. /// Applies overrides to this
  173. /// </summary>
  174. /// <param name="overrides">A list of overrides to apply</param>
  175. /// <exception cref="ArgumentNullException">The input overrides list is not valid</exception>
  176. public void ApplyOverrides(IList<KeyValuePair<GameObject, GameObject>> overrides)
  177. {
  178. if (overrides == null)
  179. throw new ArgumentNullException("overrides");
  180. for (int i = 0; i < overrides.Count; i++)
  181. this[overrides[i].Key] = overrides[i].Value;
  182. }
  183. /// <summary>
  184. /// Gets overrides for this
  185. /// </summary>
  186. /// <param name="overrides">A list of overrides to fill</param>
  187. /// <param name="validCount">Returns the number of valid overrides for Sprites</param>
  188. /// <exception cref="ArgumentNullException">The input overrides list is not valid</exception>
  189. public void GetOverrides(List<KeyValuePair<Sprite, Sprite>> overrides, ref int validCount)
  190. {
  191. if (overrides == null)
  192. throw new ArgumentNullException("overrides");
  193. overrides.Clear();
  194. List<Sprite> originalSprites = new List<Sprite>();
  195. if (m_Tile)
  196. {
  197. if (m_Tile.m_DefaultSprite)
  198. originalSprites.Add(m_Tile.m_DefaultSprite);
  199. foreach (RuleTile.TilingRule rule in m_Tile.m_TilingRules)
  200. foreach (Sprite sprite in rule.m_Sprites)
  201. if (sprite && !originalSprites.Contains(sprite))
  202. originalSprites.Add(sprite);
  203. }
  204. validCount = originalSprites.Count;
  205. foreach (var pair in m_Sprites)
  206. if (!originalSprites.Contains(pair.m_OriginalSprite))
  207. originalSprites.Add(pair.m_OriginalSprite);
  208. foreach (Sprite sprite in originalSprites)
  209. overrides.Add(new KeyValuePair<Sprite, Sprite>(sprite, this[sprite]));
  210. }
  211. /// <summary>
  212. /// Gets overrides for this
  213. /// </summary>
  214. /// <param name="overrides">A list of overrides to fill</param>
  215. /// <param name="validCount">Returns the number of valid overrides for GameObjects</param>
  216. /// <exception cref="ArgumentNullException">The input overrides list is not valid</exception>
  217. public void GetOverrides(List<KeyValuePair<GameObject, GameObject>> overrides, ref int validCount)
  218. {
  219. if (overrides == null)
  220. throw new ArgumentNullException("overrides");
  221. overrides.Clear();
  222. List<GameObject> originalGameObjects = new List<GameObject>();
  223. if (m_Tile)
  224. {
  225. if (m_Tile.m_DefaultGameObject)
  226. originalGameObjects.Add(m_Tile.m_DefaultGameObject);
  227. foreach (RuleTile.TilingRule rule in m_Tile.m_TilingRules)
  228. if (rule.m_GameObject && !originalGameObjects.Contains(rule.m_GameObject))
  229. originalGameObjects.Add(rule.m_GameObject);
  230. }
  231. validCount = originalGameObjects.Count;
  232. foreach (var pair in m_GameObjects)
  233. if (!originalGameObjects.Contains(pair.m_OriginalGameObject))
  234. originalGameObjects.Add(pair.m_OriginalGameObject);
  235. foreach (GameObject gameObject in originalGameObjects)
  236. overrides.Add(new KeyValuePair<GameObject, GameObject>(gameObject, this[gameObject]));
  237. }
  238. /// <summary>
  239. /// Updates the Rules with the Overrides set for this RuleOverrideTile
  240. /// </summary>
  241. public virtual void Override()
  242. {
  243. if (!m_Tile)
  244. return;
  245. if (!m_InstanceTile)
  246. CreateInstanceTile();
  247. PrepareOverride();
  248. var tile = m_InstanceTile;
  249. tile.m_DefaultSprite = this[tile.m_DefaultSprite] ?? tile.m_DefaultSprite;
  250. tile.m_DefaultGameObject = this[tile.m_DefaultGameObject] ?? tile.m_DefaultGameObject;
  251. foreach (var rule in tile.m_TilingRules)
  252. {
  253. for (int i = 0; i < rule.m_Sprites.Length; i++)
  254. {
  255. Sprite sprite = rule.m_Sprites[i];
  256. rule.m_Sprites[i] = this[sprite] ?? sprite;
  257. }
  258. rule.m_GameObject = this[rule.m_GameObject] ?? rule.m_GameObject;
  259. }
  260. }
  261. /// <summary>
  262. /// Prepares the Overrides set for this RuleOverrideTile
  263. /// </summary>
  264. public void PrepareOverride()
  265. {
  266. // Create clone of instanceTile to keep data from collections being overridden by JsonUtility
  267. var tempTile = Instantiate(m_InstanceTile);
  268. var customData = m_InstanceTile.GetCustomFields(true)
  269. .ToDictionary(field => field, field => field.GetValue(tempTile));
  270. JsonUtility.FromJsonOverwrite(JsonUtility.ToJson(m_Tile), m_InstanceTile);
  271. foreach (var kvp in customData)
  272. kvp.Key.SetValue(m_InstanceTile, kvp.Value);
  273. }
  274. /// <summary>
  275. /// Retrieves any tile animation data from the scripted tile.
  276. /// </summary>
  277. /// <param name="position">Position of the Tile on the Tilemap.</param>
  278. /// <param name="tilemap">The Tilemap the tile is present on.</param>
  279. /// <param name="tileAnimationData">Data to run an animation on the tile.</param>
  280. /// <returns>Whether the call was successful.</returns>
  281. public override bool GetTileAnimationData(Vector3Int position, ITilemap tilemap, ref TileAnimationData tileAnimationData)
  282. {
  283. if (!m_InstanceTile)
  284. return false;
  285. return m_InstanceTile.GetTileAnimationData(position, tilemap, ref tileAnimationData);
  286. }
  287. /// <summary>
  288. /// Retrieves any tile rendering data from the scripted tile.
  289. /// </summary>
  290. /// <param name="position">Position of the Tile on the Tilemap.</param>
  291. /// <param name="tilemap">The Tilemap the tile is present on.</param>
  292. /// <param name="tileData">Data to render the tile.</param>
  293. public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
  294. {
  295. if (!m_InstanceTile)
  296. return;
  297. m_InstanceTile.GetTileData(position, tilemap, ref tileData);
  298. }
  299. /// <summary>
  300. /// This method is called when the tile is refreshed.
  301. /// </summary>
  302. /// <param name="position">Position of the Tile on the Tilemap.</param>
  303. /// <param name="tilemap">The Tilemap the tile is present on.</param>
  304. public override void RefreshTile(Vector3Int position, ITilemap tilemap)
  305. {
  306. if (!m_InstanceTile)
  307. return;
  308. m_InstanceTile.RefreshTile(position, tilemap);
  309. }
  310. /// <summary>
  311. /// StartUp is called on the first frame of the running Scene.
  312. /// </summary>
  313. /// <param name="position">Position of the Tile on the Tilemap.</param>
  314. /// <param name="tilemap">The Tilemap the tile is present on.</param>
  315. /// <param name="go">The GameObject instantiated for the Tile.</param>
  316. /// <returns>Whether StartUp was successful</returns>
  317. public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
  318. {
  319. if (!m_InstanceTile)
  320. return true;
  321. return m_InstanceTile.StartUp(position, tilemap, go);
  322. }
  323. /// <summary>
  324. /// Callback when the tile is enabled
  325. /// </summary>
  326. public void OnEnable()
  327. {
  328. if (m_Tile == null)
  329. return;
  330. if (m_InstanceTile == null)
  331. Override();
  332. }
  333. }
  334. }